| Name | Message | Date |
|---|---|---|
| 📄 lib.rs | 5 hours ago |
📄
splatgen/src/lib.rs
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//! Depth preprocessing and splat construction (PLAN.md, pipeline //! steps 2–3). //! //! [`SplatGen`] turns one raw [`DepthFrame`] — a millimetre depth map //! plus RGB, exactly what a Kinect (or the synthetic source, or a //! recording) emits — into the frame's [`SplatBatch`]: //! //! 1. **cull** — drop invalid pixels (depth 0) and everything beyond //! `max_depth_mm` (background culling), //! 2. **flier removal** — drop pixels that disagree hard with their //! 3×3 neighbourhood median (isolated wrong returns), //! 3. **bilateral filter** — edge-preserving smoothing over a small //! pixel radius, so depth edges survive but sensor jitter does not, //! 4. **normals** — from screen-space derivatives of the filtered //! point cloud, oriented towards the camera, //! 5. **surfels** — one footprint-sized anisotropic splat per //! surviving pixel via `rig::Splat::surfel` (the plan's core //! construction), coloured from the RGB pixel. //! //! [`SplatSource`] adapts any [`DepthSource`] into a //! [`FrameSource`]: capture, recordings, and the synthetic dataset all //! plug into the renderer the same way. use anyhow::Result; use glam::Vec3; use rig::{Camera, DepthFrame, DepthSource, Frame, FrameSource, Splat, SplatBatch}; /// Tuning knobs for the depth pipeline; the defaults follow PLAN.md /// (bilateral radius 3–5 px, opacity ~0.95, few-mm thickness). #[derive(Debug, Clone, Copy, PartialEq)] pub struct SplatGenParams { /// Bilateral filter radius in pixels. pub filter_radius: u32, /// Bilateral depth-domain sigma, millimetres. pub filter_sigma_depth_mm: f32, /// Bilateral spatial-domain sigma, pixels. pub filter_sigma_space_px: f32, /// A pixel disagreeing with its 3×3 neighbourhood median by more /// than this is a flier and is dropped, millimetres. pub flier_threshold_mm: u32, /// Pixels beyond this depth are culled as background, millimetres. pub max_depth_mm: u16, /// Surfet opacity (PLAN.md: ~0.9–0.99). pub opacity: f32, /// Surfel thickness along the normal, metres. pub thickness_m: f32, } impl Default for SplatGenParams { fn default() -> Self { Self { filter_radius: 3, filter_sigma_depth_mm: 25.0, filter_sigma_space_px: 2.0, flier_threshold_mm: 250, max_depth_mm: 4000, opacity: 0.95, thickness_m: rig::SURFEL_THICKNESS_M, } } } /// The depth pipeline: depth frames in, splat batches out. pub struct SplatGen { params: SplatGenParams, } impl Default for SplatGen { fn default() -> Self { Self::new(SplatGenParams::default()) } } impl SplatGen { pub fn new(params: SplatGenParams) -> Self { Self { params } } /// The tuning parameters in effect. pub fn params(&self) -> &SplatGenParams { &self.params } /// Preprocess one depth frame and assemble its splat batch. pub fn generate(&self, frame: &DepthFrame, camera: &Camera) -> SplatBatch { let (width, height) = (camera.resolution.x, camera.resolution.y); let pixel_count = (width * height) as usize; assert_eq!(frame.depth_mm.len(), pixel_count, "depth map size"); assert_eq!(frame.rgb.len(), pixel_count * 3, "rgb size"); // f32 working copy; `None` = invalid. let mut depth: Vec<Option<f32>> = frame .depth_mm .iter() .map(|&d| (d > 0 && d <= self.params.max_depth_mm).then_some(d as f32)) .collect(); remove_fliers(&mut depth, width, self.params.flier_threshold_mm); let filtered = bilateral_filter(&depth, width, self.params); let mut batch = SplatBatch::with_capacity(pixel_count); for y in 0..height { for x in 0..width { let Some(z_mm) = filtered[(y * width + x) as usize] else { continue; }; let (u, v) = (x as f32 + 0.5, y as f32 + 0.5); let z = z_mm / 1000.0; let position = camera.backproject(u, v, z); let normal = estimate_normal(&filtered, width, camera, x, y); let idx = (y * width + x) as usize; let color = [ frame.rgb[idx * 3] as f32 / 255.0, frame.rgb[idx * 3 + 1] as f32 / 255.0, frame.rgb[idx * 3 + 2] as f32 / 255.0, ]; batch.push(Splat::surfel( position, normal, z, &camera.intrinsics, self.params.thickness_m, color, self.params.opacity, )); } } batch } } /// A [`FrameSource`] adapter: pull raw depth frames from `S` and run /// them through [`SplatGen`]. This is the pipeline seam — live capture, /// recordings, and the synthetic dataset all become renderable sources. pub struct SplatSource<S: DepthSource> { inner: S, generator: SplatGen, } impl<S: DepthSource> SplatSource<S> { pub fn new(inner: S, generator: SplatGen) -> Self { Self { inner, generator } } /// The wrapped depth source. pub fn inner(&self) -> &S { &self.inner } } impl<S: DepthSource> FrameSource for SplatSource<S> { fn next_frame(&mut self) -> Result<Frame> { let depth_frame = self.inner.next_depth_frame()?; let splats = self.generator.generate(&depth_frame, self.inner.camera()); Ok(Frame { timestamp_secs: depth_frame.timestamp_secs, splats, }) } } /// Drop pixels that disagree with their 3×3 neighbourhood median by /// more than `threshold_mm` (isolated fliers). Neighbourhood positions /// are clamped at the borders. fn remove_fliers(depth: &mut [Option<f32>], width: u32, threshold_mm: u32) { let width = width as i32; let height = (depth.len() / width as usize) as i32; let threshold = threshold_mm as f32; let mut neighbourhood = [0.0_f32; 9]; let mut flier = vec![false; depth.len()]; for y in 0..height { for x in 0..width { let idx = (y * width + x) as usize; let Some(own) = depth[idx] else { continue }; let mut n = 0; for dy in -1..=1 { for dx in -1..=1 { let (nx, ny) = (x + dx, y + dy); if !(0..width).contains(&nx) || !(0..height).contains(&ny) { continue; } if let Some(d) = depth[(ny * width + nx) as usize] { neighbourhood[n] = d; n += 1; } } } if n < 3 { continue; // not enough context to judge } neighbourhood[..n].sort_by(|a, b| a.partial_cmp(b).unwrap()); let median = if n % 2 == 1 { neighbourhood[n / 2] } else { (neighbourhood[n / 2 - 1] + neighbourhood[n / 2]) * 0.5 }; if (own - median).abs() > threshold { flier[idx] = true; } } } for (depth, flier) in depth.iter_mut().zip(flier) { if flier { *depth = None; } } } /// Edge-preserving bilateral filter over valid pixels: spatial × depth /// Gaussians, radius from the params. fn bilateral_filter(depth: &[Option<f32>], width: u32, params: SplatGenParams) -> Vec<Option<f32>> { let width_i = width as i32; let height = (depth.len() / width as usize) as i32; let radius = params.filter_radius as i32; let inv_two_sigma_d2 = 1.0 / (2.0 * params.filter_sigma_depth_mm.powi(2)); let inv_two_sigma_s2 = 1.0 / (2.0 * params.filter_sigma_space_px.powi(2)); let mut out = depth.to_vec(); for y in 0..height { for x in 0..width_i { let idx = (y * width_i + x) as usize; let Some(own) = depth[idx] else { continue }; let mut total = 0.0; let mut weight_sum = 0.0; for dy in -radius..=radius { for dx in -radius..=radius { let (nx, ny) = (x + dx, y + dy); if !(0..width_i).contains(&nx) || !(0..height).contains(&ny) { continue; } let Some(neighbour) = depth[(ny * width_i + nx) as usize] else { continue; }; let spatial = (dx * dx + dy * dy) as f32; let dd = neighbour - own; let weight = (-spatial * inv_two_sigma_s2 - dd * dd * inv_two_sigma_d2).exp(); total += weight * neighbour; weight_sum += weight; } } if weight_sum > 1e-6 { out[idx] = Some(total / weight_sum); } } } out } /// Surface normal at a pixel from the filtered depth: the cross product /// of screen-space derivatives of the backprojected point cloud, /// oriented towards the camera. Falls back to facing the camera when no /// valid neighbours exist. fn estimate_normal(depth: &[Option<f32>], width: u32, camera: &Camera, x: u32, y: u32) -> Vec3 { let width_i = width as i32; let height = (depth.len() / width as usize) as i32; let (xi, yi) = (x as i32, y as i32); let point = |px: i32, py: i32| -> Option<Vec3> { if !(0..width_i).contains(&px) || !(0..height).contains(&py) { return None; } let d = depth[(py * width_i + px) as usize]? / 1000.0; Some(camera.backproject(px as f32 + 0.5, py as f32 + 0.5, d)) }; let center = point(xi, yi).expect("caller checked the pixel is valid"); // Central differences where both neighbours are valid, otherwise // one-sided, otherwise no estimate. let du = point(xi + 1, yi) .zip(point(xi - 1, yi)) .map(|(a, b)| a - b) .or_else(|| point(xi + 1, yi).map(|a| (a - center) * 2.0)) .or_else(|| point(xi - 1, yi).map(|b| (center - b) * 2.0)); let dv = point(xi, yi + 1) .zip(point(xi, yi - 1)) .map(|(a, b)| a - b) .or_else(|| point(xi, yi + 1).map(|a| (a - center) * 2.0)) .or_else(|| point(xi, yi - 1).map(|b| (center - b) * 2.0)); let toward_camera = (camera.pose.position - center).normalize_or_zero(); let Some(du) = du else { return toward_camera }; let Some(dv) = dv else { return toward_camera }; let mut normal = du.cross(dv).normalize_or_zero(); if normal.length_squared() < 1e-8 { // Degenerate (no valid neighbours): face the camera. normal = toward_camera; } else if normal.dot(toward_camera) < 0.0 { // The cross product's handedness is arbitrary; orient towards // the camera. normal = -normal; } normal } #[cfg(test)] mod tests { use super::*; use glam::{uvec2, vec3}; use rig::{CameraIntrinsics, CameraPose}; fn camera(width: u32, height: u32) -> Camera { Camera { id: "test".into(), pose: CameraPose::looking_at(Vec3::ZERO, vec3(0.0, 0.0, 2.0)), intrinsics: CameraIntrinsics { fx: 100.0, fy: 100.0, cx: width as f32 / 2.0, cy: height as f32 / 2.0, }, resolution: uvec2(width, height), } } fn frame(width: u32, height: u32, depth_of: impl Fn(u32, u32) -> u16) -> DepthFrame { let mut depth = Vec::with_capacity((width * height) as usize); let mut rgb = Vec::with_capacity((width * height * 3) as usize); for y in 0..height { for x in 0..width { depth.push(depth_of(x, y)); rgb.extend_from_slice(&[200, 100, 50]); } } DepthFrame { timestamp_secs: 0.0, depth_mm: depth, rgb, } } #[test] fn flat_wall_makes_camera_facing_surfels() { let (w, h) = (32u32, 24u32); let camera = camera(w, h); let frame = frame(w, h, |_, _| 2000); let batch = SplatGen::default().generate(&frame, &camera); assert_eq!(batch.len(), (w * h) as usize); for splat in batch.iter() { // On the wall plane: the projection lands back on the pixel. let projected = camera.project(splat.mean).expect("in front of the camera"); // The wall's normal is constant (0, 0, -1) in world space… let wall_normal = Vec3::new(0.0, 0.0, -1.0); assert!( (splat.normal() - wall_normal).length() < 0.05, "wall normal {:?}", splat.normal() ); // …and faces the camera everywhere on the wall. let to_camera = (camera.pose.position - splat.mean).normalize(); assert!(splat.normal().dot(to_camera) > 0.9); // Footprint from the plan: depth / focal. let z = 2.0; assert!((splat.scale.x - z / 100.0).abs() < 1e-4); assert!((splat.scale.y - z / 100.0).abs() < 1e-4); assert_eq!(splat.color, [200.0 / 255.0, 100.0 / 255.0, 50.0 / 255.0]); assert!((splat.opacity - 0.95).abs() < 1e-6); let _ = projected; } } #[test] fn culling_drops_invalid_and_far_pixels() { let (w, h) = (16u32, 8u32); let camera = camera(w, h); let frame = frame(w, h, |x, y| match (x, y) { (0, 0) => 0, // no return (1, 0) => 5000, // beyond max depth _ => 2000, }); let batch = SplatGen::default().generate(&frame, &camera); assert_eq!(batch.len(), (w * h - 2) as usize); } #[test] fn fliers_are_removed() { let (w, h) = (16u32, 16u32); let camera = camera(w, h); // A few isolated wrong returns among a flat wall. let frame = frame(w, h, |x, y| { if matches!((x, y), (4, 4) | (10, 12) | (15, 0)) { 600 // wildly wrong } else { 2000 } }); let batch = SplatGen::default().generate(&frame, &camera); assert_eq!( batch.len(), (w * h - 3) as usize, "isolated fliers must be culled" ); // And none of the surviving splats sit at the flier depth. for splat in batch.iter() { let z = camera .pose .camera_from_world() .transform_point3(splat.mean) .z; assert!((z - 2.0).abs() < 0.05, "stray depth {z}"); } } #[test] fn bilateral_smooths_jitter_but_not_edges() { let (w, h) = (32u32, 8u32); let camera = camera(w, h); // Left half at 2000 mm, right half at 3000 mm, everything // jittered ±3 mm. let clean = frame(w, h, |x, _| if x < 16 { 2000 } else { 3000 }); let noisy = frame(w, h, |x, y| { let base = if x < 16 { 2000 } else { 3000 }; let jitter = ((x * 7 + y * 13) % 7) as i16 - 3; ((base as i16) + jitter) as u16 }); let generator = SplatGen::default(); let clean_batch = generator.generate(&clean, &camera); let noisy_batch = generator.generate(&noisy, &camera); assert_eq!(clean_batch.len(), noisy_batch.len()); // The noisy splats sit within a fraction of a pixel of the // clean ones: the jitter (≈3 mm at 2 m ≈ 0.15 px) is smoothed // away, and the step edge is preserved. for (a, b) in clean_batch.iter().zip(noisy_batch.iter()) { assert!( (a.mean - b.mean).length() < 0.002, "positions differ: {:?} vs {:?}", a.mean, b.mean ); } } #[test] fn normals_follow_a_slanted_plane() { let (w, h) = (24u32, 24u32); let camera = camera(w, h); // Depth increases by 40 mm per pixel: the surface tilts away to // the right. dz/du = 0.04 m per pixel; world dx per pixel is // z/fx, so the plane's normal is ∝ (-slope, 0, 1). let frame = frame(w, h, |x, _| 2000 + 40 * x as u16); let batch = SplatGen::default().generate(&frame, &camera); // Check a pixel near the centre, away from border effects. let splat = batch.iter().nth(12 * 24 + 12).expect("center pixel"); let z_world = 2.0 + 0.04 * 12.5; // metres at that pixel // The plane's camera-facing normal in world space: image-right // maps to world -X, so rising depth with u means dz/dx_world is // negative there. let dz_du = 0.04_f32; // metres per pixel let dz_dx_world = dz_du / (-(z_world / camera.intrinsics.fx)); let expected = Vec3::new(dz_dx_world, 0.0, -1.0).normalize(); let dot = splat.normal().dot(expected); assert!( dot > 0.995, "normal {:?} vs expected {expected:?} (dot {dot})", splat.normal() ); } #[test] fn params_are_honoured() { let (w, h) = (16u32, 16u32); let camera = camera(w, h); let frame = frame(w, h, |_, _| 2500); let params = SplatGenParams { max_depth_mm: 2000, // culls everything ..SplatGenParams::default() }; let batch = SplatGen::new(params).generate(&frame, &camera); assert!(batch.is_empty()); // Opacity flows through to the surfels. let params = SplatGenParams { opacity: 0.9, ..SplatGenParams::default() }; let batch = SplatGen::new(params).generate(&frame, &camera); assert!((batch.iter().next().unwrap().opacity - 0.9).abs() < 1e-6); } #[test] fn generates_from_the_synthetic_source() { // Integration: the synthetic Kinect feeds the pipeline. use rig::DepthSource; let rig = replay::synth::dev_rig_with_resolutions(uvec2(48, 40), uvec2(64, 48)); let mut source = replay::synth::dev_source_with(rig.center.clone(), replay::synth::SUBJECT, 30.0); let frame = source.next_depth_frame().expect("depth frame"); let batch = SplatGen::default().generate(&frame, &rig.center); // Roughly one splat per depth pixel (fliers removed). assert!(batch.len() > 48 * 40 * 95 / 100); assert!(batch.len() <= 48 * 40); // All in front of the camera, all at valid depths. let camera_from_world = rig.center.pose.camera_from_world(); for splat in batch.iter() { let p = camera_from_world.transform_point3(splat.mean); assert!(p.z > 0.5 && p.z < 3.1, "depth {p:?}"); } } }